Difference between revisions of "GetCurrentAIProcedure"

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[[Category: Functions]]
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[[Category: AI Functions]]
[[Category: AI Functions (GECK 1.0)]]
[[Category: Condition Functions]]
[[Category: Condition Functions]]
[[Category: Condition Functions (GECK 1.0)]]

Revision as of 11:38, 12 August 2009

Syntax:

 ActorID.GetCurrentAIProcedure 

GetCurrentAIProcedure returns the following values for procedure types:

0 = TRAVEL
1 = ACTIVATE
2 = ACQUIRE
3 = WAIT
4 = DIALOGUE
5 = GREET
6 = GREET_DEAD
7 = WANDER
8 = SLEEP
9 = OBSERVE_COMBAT
10 = EAT
11 = FOLLOW
12 = ESCORT
13 = COMBAT
14 = ALARM
15 = PURSUE
16 = FLEE
17 = DONE
18 = YIELD
19 = TRAVEL_TARGET
20 = CREATE_FOLLOW
21 = GET_UP
22 = MOUNT_HORSE
23 = DISMOUNT_HORSE
24 = DO_NOTHING
27 = ACCOMPANY
28 = USE_ITEM_AT
29 = SANDMAN
30 = WAIT_AMBUSH
31 = SURFACE
32 = WAIT_FOR_SPELL
33 = CHOOSE_CAST
34 = FLEE_NON_COMBAT
35 = REMOVE_WORN_ITEMS
36 = SEARCH
37 = CLEAR_MOUNT_POSITION
38 = SUMMON_DEFEND
39 = AVOID_AREA
40 = UNEQUIP_ARMOR
41 = PATROL
42 = USE_WEAPON
43 = DIALOGUE_ACTIVATE
44 = GUARD
45 = SANDBOX
46 = USE_IDLE_MARKER
47 = TAKE_BACK_ITEM
48 = SITTING
49 = MOVEMENT_BLOCKED
50 = CANNIBAL_FEED

Note that the procedure is not the same as the current package. A single package can contain several possible procedures, depending on what the actor is currently doing. For example, while in a Travel package, an actor will do the Travel procedure (when the actor is moving towards its target) and then the Wait procedure (when the actor has arrived at the travel destination). A procedure may also not be related to the underlying package -- fallout behavior causes the actor to begin a new procedure without changing its package.

See Also

GetCurrentAIPackage